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Re: how do people learn to make games?

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EpicSnack3 is not online. EpicSnack3
Joined: 06 May 2011
Total Posts: 12141
18 Jan 2016 10:02 AM
like that one dude who made "undertale"? he was funded on kickstarter.
does it really cost that much to make a game? i'm thinking of at least learning.


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Darkangelstar is not online. Darkangelstar
Joined: 09 Mar 2013
Total Posts: 1110
18 Jan 2016 10:10 AM
you can do it by yourself, for free. rpg maker vx ace has a demo that can be used forever, for free. it's pretty easy to use, funding is to allow you to get better programs


You've met with a terrible fate, haven't you?
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Romeeeo is not online. Romeeeo
Joined: 18 Jan 2014
Total Posts: 7188
18 Jan 2016 10:11 AM
No. You just need the software to make games, knowledge, and maybe a team to help, and if you have everything planned out you can make it pretty easily. Considering you'd be a small company with one game, you can start out by submitting it in Steam Greenlight and see how it goes. Money is important as it helps gain support, and keeps you motivated.


It's all in your psychology
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Romeeeo is not online. Romeeeo
Joined: 18 Jan 2014
Total Posts: 7188
18 Jan 2016 10:14 AM
Money is mainly to help pay for the software, though.

Unity3D's engine, common with many developers, can get you full access for $75 a month.



It's all in your psychology
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Catzilla99 is not online. Catzilla99
Joined: 15 May 2011
Total Posts: 32175
18 Jan 2016 10:18 AM
money is not for software, kickstarter money is your game studio's safety net because everyone just quit their real jobs to make a game
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giftbox24 is not online. giftbox24
Joined: 27 Apr 2008
Total Posts: 20629
18 Jan 2016 10:21 AM
unless you're capcom, who uses kickstarter as a "gauge" of interest
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Arte71 is not online. Arte71
Joined: 16 Apr 2013
Total Posts: 10629
18 Jan 2016 10:26 AM
Most people use kickstarter for better paid programs.

Or even use for inspiration or pay their employees or pay for more security.

You can do a free game too... but it needs to be in a free engine like ROBLOX.

It don't gonna be a bad game although... but could be a better game if it was an engine with the options that you really needed.



HELP, THE FILTER IS DESTRO####
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EpicSnack3 is not online. EpicSnack3
Joined: 06 May 2011
Total Posts: 12141
22 Jan 2016 08:06 PM
bump!!!


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RINisbanned is not online. RINisbanned
Joined: 17 Jan 2016
Total Posts: 447
22 Jan 2016 08:07 PM
######## ####### of a ######



you shall not break my fabrique egg -rinwood123 2015-3333
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EpicSnack3 is not online. EpicSnack3
Joined: 06 May 2011
Total Posts: 12141
26 Jan 2016 09:12 PM
bump


#code North Blue, the Vigilante OT Deserves
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Xerolayne is not online. Xerolayne
Joined: 01 Mar 2012
Total Posts: 4335
26 Jan 2016 09:22 PM
The money aspect of game creation might represent a few things. Yes, hardware and software are things to consider. Since the most efficient way to create and publish a game is by having different people working on different parts of the game, like the music, the programming, the visuals. It also makes the most sense to do a considerable amount of work at a time, turning it into a job. So people making games would need to be paid as they work so they can pay their bills and such.

It IS possible for a group or an individual to have a regular job and just work on the game in their spare time. It's been done, and it's had some success. But you're still best off spending tons of time on the game. Might turn your life into eight hours of work to make money, eight hours of game creation, eight hours of sleep. It's a draining way to exist, plenty of stories about that, too.

Learning the skills to work on game creation can still just occupy the time that a hobby would take, so that's a good start, I'd say.
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Slydexia is not online. Slydexia
Joined: 10 Aug 2010
Total Posts: 98517
26 Jan 2016 09:23 PM
kekblox is a good start
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